我有一个问题,我无法弄明白。我刚刚为我的项目添加了一个点光源,它使纹理变得完全黑了。我不明白为什么。
我认为它可能是正常情况下没有正确更新,也可能是s.x,s.y和s.z的计算。
如果有人有时间看一下并帮助我,我会很高兴。感谢。
因此。这是我的像素着色器:
Texture2D txDiffuse : register(t0);
SamplerState sampState;
cbuffer PointLight : register(b0)
{
float3 Pos;
float diff;
float amb;
float spec;
float range;
float intensity;
};
struct VS_IN
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
float4 Norm : NORMAL;
float4 Pos2 : POSITION;
};
float4 PS_main(VS_IN input) : SV_Target
{
float3 s = txDiffuse.Sample(sampState, input.Tex).xyz;
float3 lightPos = Pos;
float3 lightVector = lightPos - input.Pos2;
lightVector = normalize(lightVector);
float nDotL = dot(lightVector, input.Norm);
float diff1 = 0.8;
float amb1 = 0.1;
s.x = (s.x * diff * nDotL + s.x * amb);
s.y = (s.y * diff * nDotL + s.y * amb);
s.z = (s.z * diff * nDotL + s.z * amb);
return float4(s, 0.0);
};
几何着色器:
cbuffer worldMatrix : register(b0)
{
matrix world;
}
cbuffer viewMatrix : register(b1)
{
matrix view;
}
cbuffer projectionMatrix : register(b2)
{
matrix projection;
}
struct VS_IN
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
};
struct VS_OUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
float4 Norm : NORMAL;
float4 Pos2 : POSITION;
};
[maxvertexcount(6)]
void main(triangle VS_IN input[3] : SV_POSITION, inout TriangleStream< VS_OUT > output2)
{
matrix wvp = mul(projection, mul(world, view));
matrix worldView = mul(world, view);
float4 normal = float4(cross(input[1].Pos - input[0].Pos, input[2].Pos - input[0].Pos), 0.0f);
normal = normalize(normal);
float4 rotNorm = mul(worldView, normal);
rotNorm = normalize(rotNorm);
VS_OUT output[3];
for (uint i = 0; i < 3; i++)
{
output[i].Pos = input[i].Pos;
output[i].Pos = mul(wvp, input[i].Pos);
output[i].Tex = input[i].Tex;
output[i].Norm = rotNorm;
output[i].Pos2 = mul(worldView, output[i].Pos);
output2.Append(output[i]);
}
output2.RestartStrip();
VS_OUT outputcopy[3];
for (uint i = 0; i < 3; i++)
{
outputcopy[i].Pos = input[i].Pos + (normal);
outputcopy[i].Pos = mul(wvp, outputcopy[i].Pos);
outputcopy[i].Tex = input[i].Tex;
outputcopy[i].Norm = rotNorm;
outputcopy[i].Pos2 = mul(worldView, outputcopy[i].Pos);
output2.Append(outputcopy[i]);
}
output2.RestartStrip();
}
初始化点光源的代码:
struct PointLight
{
Vector3 Pos;
float diff;
float amb;
float spec;
float range;
float intensity;
};
PointLight* pointLight = nullptr;
PointLight PL =
{
Vector3(0.0f, 0.0f, -3.0f),
0.8f,
0.2f,
0.0f,
100.0f,
1.0f
};
pointLight = &PL;
D3D11_BUFFER_DESC lightBufferDesc;
memset(&lightBufferDesc, 0, sizeof(lightBufferDesc));
lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
lightBufferDesc.Usage = D3D11_USAGE_DEFAULT;
lightBufferDesc.StructureByteStride = 0;
lightBufferDesc.MiscFlags = 0;
lightBufferDesc.ByteWidth = sizeof(PointLight);
D3D11_SUBRESOURCE_DATA pointLightData;
memset(&pointLightData, 0, sizeof(pointLightData));
pointLightData.pSysMem = &PL;
gDevice->CreateBuffer(&lightBufferDesc, &pointLightData, &lightBuffer);
并在render()中运行
gDeviceContext->PSSetConstantBuffers(0, 1, &lightBuffer);
答案 0 :(得分:0)
如果s.x
,s.y
,s.z
等于零,纹理将为黑色。
s.x = (s.x * diff * nDotL + s.x * amb);
s.y = (s.y * diff * nDotL + s.y * amb);
s.z = (s.z * diff * nDotL + s.z * amb);
尝试使用非零常量更改diff
和amb
,以便您可以确定是否正确设置了容器缓冲区。如果在更改它们之后,它仍然是黑色,那么它必须是nDotL
和/或采样纹理为零。然后尝试使用非零常量作为纹理样本。如果它们仍然导致纹理看起来变黑,那么光矢量计算就是罪魁祸首。